Priestess of Pharasma

Kara Saint-Germaine SF's page

904 posts. Organized Play character for Caro Cogitatus.


Full Name

Kara Saint-Germaine (Mage Armor, Exp Retr, Grav Bow, Prot Vs Evil)

Race

Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6

Classes/Levels

Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Gender

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6

About Kara Saint-Germaine SF

Medium Female Humanoid (Half-elf):

A well dressed, effete young woman who favors, in appearance and demeanor, her Elven father, Kara has the headstrong will of the young combined with the thirst for adventure of those who have grown up sheltered.
Blond hair, blue eyes, 6'0", 140lbs.

Backstory:

Bored with her studies, and eager to find a practical use for her burgeoning magic talents, Kara left her parents in search of fortune and adventure.

HP/Init/Move/Vision/BAB:

Max HP 37 ((d6+2+1)*5) Initiative +8 Vision Low-light Move 30ft BAB +2
Init=(Dex +2 Trait +2 Familiar +4)

Classes/Alignment/Deity/XP/Prestige/Point Buy:

Classes Wizard/5 (Evoker) Favored Class Wizard Alignment Neutral Good Deity Yuelral XP 14 PP 19 Point Buy 20

AC 16 (Touch 12, Flat Footed 14):

(Base +10, Armor +0, Shield +0, Dex +2, Size +0, Natural Armor +0, Dodge +0, Deflection +0, Mage Armor +4)
Spell Failure 0% Armor Check -0 Max Dex - SR 0%

Fort +4 Refl +4 Will +6 (+2 vs. Enchantment):

Fortitude Base +1 Con +2 Magic +1
Reflex Base +1 Dex +2 Magic +1
Will Base +4 Wis +1 Magic +1

Skills/Languages:

+ Acrobatics +3 (DEX +2, Ranks +1, Armor -0, Encumbrance -0)
* Appraise +3 (INT +3, Ranks +0)
+ Bluff +1 (CHA +1, Ranks +0)
+ Climb +0 (STR +0, Ranks +0, Armor -0, Encumbrance -0)
* Craft (Untrained) +3 (INT +3, Ranks +0)
+ Diplomacy +1 (CHA +1, Ranks +0)
Disable Device +3 (DEX +2, Ranks +1)
+ Disguise +1 (CHA +1, Ranks +0)
+ Escape Artist +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
* Fly +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
Handle Animal +2 (WIS +1, Ranks +1)
+ Heal +1 (WIS +1, Ranks +0)
+ Intimidate +1 (CHA +1, Ranks +0)
* Knowledge, Arcana +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Dungeoneering +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Engineering +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Geography +7 (INT +3, Ranks +1, Class +3)
* Knowledge, History +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Local +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Nature +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Nobility +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Planes +7 (INT +3, Ranks +1, Class +3)
* Knowledge, Religion +7 (INT +3, Ranks +1, Class +3)
* Linguistics +3 (INT +3, Ranks +0)
+ Perception +6 (WIS +1, Ranks +1, Racial +2, Familiar Alertness +2)
+ Perform (Untrained) +1 (CHA +1, Ranks +0)
* Profession (Untrained) +1 (WIS +1, Ranks +0)
+ Ride +2 (DEX +2, Ranks +0, Armor -0, Encumbrance -0)
+ Sense Motive +3 (WIS +1, Ranks +0, Familiar Alertness +2)
Sleight of Hand +3 (DEX +2, Ranks +1, Armor -0, Encumbrance -0)
* Spellcraft +14 (INT +3, Ranks +5, Class +3, Adaptability +3)
+ Stealth +2 (DEX +2, Ranks +0, Size +0, Armor -0, Encumbrance -0)
+ Survival +1 (WIS +1, Ranks +0)
+ Swim +0 (STR +0, Ranks +0, Armor -0, Encumbrance -0)
Use Magic Device +6 (CHA +1, Ranks +5)
(* = Class Skill, + = Useable Untrained)

Languages: Common, Elven, Taldan, Celestial, Abyssal, Infernal

=== Special Qualities ===
Evocation Spells +2 Damage per spell, DC+2
Spell Penetration +2 to overcome SR
Force Missile 1d4+2, 6/day
Cast Defensively d20+13 vs. (15 + (2*spell level))
Wand of Mage Armor (+4 AC, 2 hours) 41/50
Wand of Cure Light Wounds 45/50
Wand of Protection From Evil 38/50
Wand of Vanish sheathed 50/50
Wand of Shield 50/50
Wand of Expeditious Retreat 50/50
Lesser Rod of Piercing 3/day, target's SR reduced by 5, full round to cast
Shining Wayfinder at will Light; at will Detect Evil; 1/day Protection From Evil
Sleeves of All Garments Any nonmagical garment appearance

=== Weapons === BAB +2 Str +0 Dex +2
Dagger +2 (1d4+0/19-20x2) P/S
Dagger, thrown +4 (1d4+0/19-20x2) P/S 10ft
Ranged Touch Spell +4 (as spell/20x2) +2 Damage if Evocation
Masterwork Light Crossbow +5 (1d8/19-20x2) P 80ft
Ray of Frost +4 Touch (1d3+2/20x2) cold, 25ft + 5ft/2 levels, Save none, SR yes
Unarmed Strike: +2 (1d3+0/20x2) B nonlethal
Alchemist's Fire +4 (1d6/20x2) fire + 1 splash + 1d6 fire delayed 1 rd; 10ft; swarms 1.5 damage
Acid Flask +4 (1d6/20x2) acid + 1 splash; 10ft
Oil Flask +4 (1d6/20x2) fire + 1 splash + 1d6 fire delayed 1 rd; 10ft; swarms 1.5 damage; Full round action

=== Spells === Concentration +13 (CL (+5) + Int (+3) + Trait (+1) + Feat (+4)) +=Evocation, DC+2, Damage +2
Wizard 3 DC16 1+1+1/day
+Diamond Spray Ev [earth],VSM,20ft,Cone,Instant,Refl half,SR yes 1d6/level slashing Adamantine/Cold Iron; bypasses 1 Hardness/2 levels (max 10)
+Diamond Spray Ev [earth],VSM,20ft,Cone,Instant,Refl half,SR yes 1d6/level slashing Adamantine/Cold Iron; bypasses 1 Hardness/2 levels (max 10)
+Chain of Perdition E [force],VSMF,Close,10 ft chain,1 rd/lvl,none,SR yes Floating chain of force with 10ft reach performs Combat Maneuvers using CL+SCmod, no AoO, ignores concealment/invisibility, affects incorporeal
Wizard 2 DC15 2+1+1/day
+Admonishing Ray Ev [force],VS,Close,1+(level-3)/4 rays,Instant,none,SR yes Nonlethal rays 4d6 Force each, targets withing 30 ft of each other
+Admonishing Ray Ev [force],VS,Close,1+(level-3)/4 rays,Instant,none,SR yes Nonlethal rays 4d6 Force each, targets withing 30 ft of each other
Mirror Image I figment,VS,Personal,you,1 min/lvl,none (harmless),SR no (harmless) 1d4+(1/3*CL) max 8 images; hit or near miss (<=5) destroy 1 figment; area spells unaffected
Create Pit C creation,VSF,medium,10x10 hole 10ft/2 levels deep,1+1/lvl rounds,Ref neg,SR no Ref or fall in; edges treacherous
Wizard 1 DC14 3+1+1/day
+Ear-Piercing Scream Ev [sonic],VS,Close,one creature,1 rd,Fort part,SR yes 1d6/2 lvls sonic + dazed, max 5d6
+Ear-Piercing Scream Ev [sonic],VS,Close,one creature,1 rd,Fort part,SR yes 1d6/2 lvls sonic + dazed, max 5d6
Feather Fall T,V,Close,1 creature/lvl,1 rd/lvl,Will neg,SR yes Fall 60ft/rd
+Magic Missile Ev [force],VS,Medium,up to 5 creatures,Instant,none,SR yes 1d4+1 force, lvl+1/2 missiles
Gravity Bow T,VS,personal,you,1 min/lvl Bow or crossbow damage one size larger
Wizard 0 DC13 4/day unlimited use
Detect Magic D,VS,60ft,cone,Concentration 1 min/lvl,none,SR no More information the longer you detect
+Flare Ev [light],V,Close,burst of light,Instant,Fort neg,SR yes Dazzled 1 min
Mage Hand T,VS,Close,one object,Concentration,none,SR no Lift & move object, throw up to 15ft
Prestidigitation U,VS,10ft,special,1 hour,special,SR no Lift 1 lb; color, clean, or soil 1ft cube; chill, warm or flavor 1 lb;create small crude object

CMB/CMD +2/14
CMB = BAB (+2) + STR (+0) + Size (+0), CMD = 10 + BAB (+2) + STR (+0) + DEX (+2) + Size (+0)

Ability Scores: STR 11 (+0) DEX 14 (+2) CON 14 (+2) INT 17 (+3) WIS 12 (+1) CHA 12 (+1)

Equipment:

Dagger
Dagger, Cold Iron
Masterwork Light Crossbow
x35 Bolts, Cold Iron
Backpack
Waterskin
Bedroll
Flint & Steel
Mess kit
Perfume, common
Pouch, belt
Rope, silk 50ft
Spell component pouch
x5 Potion CLW
Alchemist's Fire
Acid Flask
x2 Oil Flask
x5 Rations
Pickpocket's Outfit (+2 SoH to conceal small objects)
Cloak of Resistance +1
Wand of Cure Light Wounds (right arm spring-loaded sheath)
Wand of Mage Armor
Wand of Protection From Evil
Wand of Vanish (left arm spring-loaded sheath)
Wand of Shield
Wand of Expeditious Retreat
scrolls: Gravity Bow, See Invisible, Detect Secret Doors, Comprehend Languages, Jump, Rope Trick, Long Arm
Lesser Rod of Piercing
Shining Wayfinder
Sleeves of All Garments
Continual Flame pebble
coins (4184.8gp)
Weight Allowance: Light 38 Medium 76 Heavy 115

Spellbook:

+(Evocation) -(Enchantment/Necromancy)
Wizard Level 3 Conc 21
+Diamond Spray Ev [earth],VSM,20ft,Cone,Instant,Refl half,SR yes 1d6/level slashing Adamantine/Cold Iron; bypasses 1 Hardness/2 levels (max 10)
+Chain of Perdition E [force],VSMF,Close,10 ft chain,1 rd/lvl,none,SR yes Floating chain of force with 10ft reach performs Combat Maneuvers using CL+SCmod, no AoO, ignores concealment/invisibility, affects incorporeal
Wizard Level 2 Conc 19
Rope Trick T,VSM,Touch,rope,1 hour/lvl,none,SR no Rope leads to extra-dimensional space, enough for 8 creatures of any size
Mirror Image I figment,VS,Personal,you,1 min/lvl,none (harmless),SR no (harmless) 1d4+(1/3*CL) max 8 images; hit or near miss (<=5) destroy 1 figment; area spells unaffected
Flurry Of Snowballs Ev [cold,water],VS,30ft,Cone,instant,Reflex half,SR no 4d6 Cold damage
+Spontaneous Immolation Ev [fire],VSM,Medium,1 creature,instant,Fort+Refl special,SR yes Target takes 3d6 Fire (Fort half) and catches fire; Refl each round or 1d6 Fire
Create Pit C creation,VSF,medium,10x10 hole 10ft/2 levels deep,1+1/lvl rounds,Ref neg,SR no Ref or fall in; edges treacherous
+Continual Flame Ev [light],VSM,Touch,object,Permanent,none,SR no Magical, heatless flame
+Admonishing Ray Ev [force],VS,Close,1+(level-3)/4 rays,Instant,none,SR yes Nonlethal rays 4d6 Force each, targets withing 30 ft of each other
Wizard Level 1 Conc 17
+Burning Hands Ev fire,VS,15ft,cone,Instant,Refl half,SR yes 1d4/lvl fire, max 5d4
+Ear-Piercing Scream Ev [sonic],VS,Close,one creature,1 rd,Fort part,SR yes 1d6/2 lvls sonic + dazed, max 5d6
Feather Fall T,V,Close,1 creature/lvl,1 rd/lvl,Will neg,SR yes Fall 60ft/rd
Gravity Bow T,VS,personal,you,1 min/lvl Bow or crossbow damage one size larger
Mage Armor C creation [force],VSF,Touch,creature touched,1 hr/lvl,Will neg,SR no +4 AC armor bonus
+Magic Missile Ev [force],VS,Medium,up to 5 creatures,Instant,none,SR yes 1d4+1 force, lvl+1/2 missiles
Snowball C creation [cold,water],VS,Close,1 snowball,Instant,Fort part,SR no Ranged Touch 1d6/lvl + Fort or staggered 1 rd, max 5d6
Vanish I [glamer],VS,touch,creature touched,1 rd/lvl (max 5),Will neg (harmless),SR yes (harmless) Invisibility 1 rd/lvl
Wizard Level 0 Conc 15
Acid Splash C creation,VS,Close,one missile,Instant,none,SR no 1d3 acid
Arcane Mark U,VS,Touch,1 sq ft,permanent,none,SR no Inscribe rune on object or creature
+Dancing Lights Ev light,VS,Medium,10ft rad,1 minute,none,SR no Up to 4 glowing spheres or 1 vaguely humanoid shape
Detect Magic D,VS,60ft,cone,Concentration 1 min/lvl,none,SR no More information the longer you detect
Detect Poison D,VS,Close,5ft cube,Instant,none,SR no Detect poison or poisonousness
-Disrupt Undead N,VS,Close,ray,Instant,none,SR yes 1d6 positive
+Flare Ev [light],V,Close,burst of light,Instant,Fort neg,SR yes Dazzled 1 min
Ghost Sound I figment,VSM,Close,sounds,1 rd/lvl,Will disbelief,SR no Noise up to 4 humans/lvl, max 40 humans
Haunted Fey Aspect I glamer,S,Personal,you,1 rd/lvl DR 1/cold iron vs one opponent until damaged
+Light Ev [light],VF,Touch,object touched,10 min/lvl,none,SR no As torch, 20ft radius normal, 40ft radius dim
Mage Hand T,VS,Close,one object,Concentration,none,SR no Lift & move object, throw up to 15ft
Mending T,10 minutes,VS,10ft,one object,Instant,Will neg,SR yes Restore 1d4 HP to object
Message T [language-dependent],VSF,Medium,one creature/lvl,10 min/lvl,none,SR no Whispered messages; DC25 Perc to overhear
Open/Close T,VSF,Close,object or portal,Instant,Will neg,SR yes Open or close 30 lbs max
Prestidigitation U,VS,10ft,special,1 hour,special,SR no Lift 1 lb; color, clean, or soil 1ft cube; chill, warm or flavor 1 lb;create small crude object
+Ray of Frost Ev [cold],VS,Close,ray,Instant,none,SR yes Ranged Touch 1d3 cold
Read Magic D,VSF,Personal,you,10 min/lvl Read magical inscriptions; identify Glyph of Warding or Symbol
Resistance A,VSF,Touch,creature touched,1 min,Will neg,SR yes Saves +1
+Spark Ev [fire],V or S,Close,one Fine object,Instant,Fort neg,SR yes Object catches fire

=== Feats ===
Spell Penetration +2 to overcome SR
Piercing Spell (Metamagic) Target's Spell Resistance -5; Level increase +1
Spell Focus (Evocation) Add +1 to the DC for all Evocation saving throws.
Greater Spell Focus (Evocation) Add +1 to the DC for all Evocation saving throws.
Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Familiar Alertness (Ex) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This applies the familiar is within arm's reach.
Skill Focus (Spellcraft) From Elven Adaptability.

=== Wizard ===
Weapon and Armor Proficiency Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Spells A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.
Bonus Languages A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
Arcane Bond (Ex) Familiar
Arcane School (Evocation) A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A specialist wizard receives an additional spell slot of each spell level for a specialty spell from her spellbook, from 1st on up.
Opposition Schools (Enchantment, Necromancy) A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Cantrips Wizards can prepare a number of cantrips each day. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Spell Focus (Evocation) A Pathfinder Society Wizard receives the Spell Focus feat in place of Scribe Scroll.

=== Specialist (Evoker) ===
Intense Spells (Su) Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile (Sp) As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

(Future):

Elemental Wall (Sp) At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.

=== Racial Qualities ===
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Adaptability (Spellcraft) Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Training Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher. This racial trait replaces the multitalented racial trait.

=== Traits ===
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on Concentration and Initiative checks.
Elven Reflexes (Half-Elf) You gain a +2 trait bonus on Initiative checks.

Aragostina:

Tiny Female Vermin (Greensting Scorpion)
Max HP 18 (Master * 0.5) Initiative +3 Vision Darkvision 60ft Move 30ft BAB +2
Init=(Dex +3)
AC 21 (Touch 15, Flat Footed 17)
(Base +10, Dex +3, Size +2, Natural Armor +3+3, Dodge +0, Deflection +0)
Fort +2 Refl +5 Will +4 (Best of master's or +2/+2/+0 base)
Fortitude Base +2 Con +0 Magic +0
Reflex Base +2 Dex +3 Magic +0
Will Master +4 Wis +0 Magic +0
=== Skills ===
* Acrobatics +4 (DEX +3, Ranks +1)
+ Bluff -4 (CHA -4, Ranks +0)
* Climb +0 (STR -4, Ranks +0, Racial +4)
+ Diplomacy -4 (CHA -4, Ranks +0)
+ Disguise -4 (CHA -4, Ranks +0)
+ Escape Artist +3 (DEX +3, Ranks +0)
* Fly +3 (DEX +3, Ranks +0, Size +4)
+ Heal +0 (WIS +0, Ranks +0)
+ Intimidate -4 (CHA -4, Ranks +0)
* Perception +5 (WIS +0, Ranks +1, Racial +4)
+ Perform (Dance) -4 (CHA -4, Ranks +0)
+ Ride +3 (DEX +3, Ranks +0)
+ Sense Motive +0 (WIS +0, Ranks +0)
* Stealth +19 (DEX +3, Ranks +1, Class +3, Racial +4, Size +8)
+ Survival +0 (WIS +0, Ranks +0)
* Swim -4 (STR -4, Ranks +0)
Use Magic Device +6 (CHA +1, Ranks +5)
(* = Class Skill, + = Useable Untrained)

=== Weapons === BAB +2 Str -4 Dex +3 Size +2
Sting: +7 (1d2-4/20x2) P + poison (Fort DC10, 1/rd for 6 rds, sickened 1 rd, cure 1 save)

CMB/CMD Grapple +3/9 Trip +3/21 Disarm +3/9 Sunder +3/9 BullRush +3/9 Overrun +3/9
CMB = BAB (+2) + DEX (+3) + Size (-2), CMD = 10 + BAB (+2) + STR (-4) + DEX (+3) + Size (-2) + Racial vs. Trip (+12)

Ability Scores: STR 3 (-4) DEX 16 (+3) CON 10 (+0) INT 8 (-2) WIS 10 (+0) CHA 2 (-4)

=== Familiar ===
Hit Dice For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

=== Feats ===
Weapon Finesse
Alertness (Ex) You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This applies to the master if she is within arm's reach.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Natural Armor +2, in addition to existing Natural Armor.
Deliver Touch Spells (Su) If the master is 3rd level or higher, a familiar can deliver touch spells for her.
Speak With Master (Ex) A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

=== Racial Qualities ===
Familiar A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master's level.

=== Boons ===
Explore, Report, Cooperate Once only, as a free or immediate action you may ask the GM whether a course of action will help the PFS.
Prized Find Once only, you may earn a Prestige Point you would have otherwise missed.

=== Meta ===

Bot me if:
If you're motivated enough to find this and I'm holding up the game, go ahead and bot me. Feel free to use any consumables (potions, spells, daily abilities, etc.) that you feel are necessary to get the job done.

Levelup History:

1 Wizard HP d6+2+1=9 ST 11 (1 pts) DX 14 (5 pts) CN 14 (5 pts) IN 14+2 (5 pts) WS 12 (2 pts) CH 12 (2 pts)
Skills 5: Knowledge Arcana, History, Nature, Planes, Spellcraft
Feats: Combat Casting
Specialist: Evoker, Opposition: Enchantment & Necromancy
Spells (3+3): Disrupt Undead, Burning Hands, Ear-Piercing Scream, Feather Fall, Mage Armor, Magic Missile
2 Wizard HP d6+2+1=7
Skills 5: Knowledge Dungeoneering, Engineering, Local, Religion, Spellcraft
Spells (2): Snowball, Vanish
3 Wizard HP d6+2+1=7
Skills 5: Knowledge Geography, Nobility, Acrobatics, Perception, Spellcraft
Feat: Greater Spell Focus (Evocation)
Spells (2): Flurry of Snowballs, Spontaneous Immolation
4 Wizard HP d6+2+1=7
Skills 5: Disable Device, Handle Animal, Sleight Of Hand, Spellcraft, Use Magic Device
Attrib: INT +1
Spells (2): Admonishing Ray, Create Pit
5 Wizard HP d6+2+1=7
Skills 5: Spellcraft, UMD x4
Feat: Spell Penetration
Bonus Feat: Piercing Spell
Spells (2): Chain of Perdition, Diamond Spray

Pathfinder Society:

Player: Caro Cogitatus
Character: Kara Saint-Germaine
PFS#: 106336-14
Faction: Grand Lodge
Day Job: How quaint! Is this something the commonfolk do? Oh, that's delightful. You simply must tell me all about it.
First Steps Part 1: In Service To Lore #79415 +1XP, +2PP, +417gp; Wand of Infernal Healing -2PP
The Wounded Wisp #79415 +1XP, +2PP, +430gp; Wand of Mage Armor -750gp
Boons: Explore, Report, Cooperate; Prized Find
Murder's Mark #79415 +3XP, +4PP, +1398gp;
Masterful Performance (+3 to Bluff/Intimidate/SoH or +1 to DC and caster level of one Enchantment or Illusion spell; one time only)
Clockwork Spy
Crypt Of The Everflame #65637 +3XP, +4PP, +1398gp
Siege Of The Diamond City #686721 +1XP, +2PP, +1250-45gp; buy Lesser Rod of Piercing -3000gp, upgrade crossbow to Masterwork -300gp
Siege-Hardened +1 weapon damage vs. demons; () once only, +3 vs. demon SR
Defender of Nerosyan (Overwhelming Victory) While in Mendev or the Worldwound, reduce the cost of
purchasing a Prestige Award while outside of a settlement of 5,000 residents or more by 4. You gain a 10%
discount on any magical items that require a spell with the Good descriptor as a spell prerequisite. This
discount does not stack with other discounts.
5-22 Scars of the Third Crusade #2691381 +1XP, +2PP, +1860gp; buy Shining Wayfinder -1800gp (with Defender of Nerosyan discount); buy Sleeves of All Garments -200gp; buy 5 CLW potions -250gp
Mendevian Commendation You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3).
#5-02 The Wardstone Patrol #33174 +1XP, +2PP, +1280gp;
Mendevian Commendation You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3).
#5-09 The Traitor's Lodge #33174 +1XP, +2PP, +2280gp; purchase 2 spring-loaded sheaths -10gp; purchase wand of Protection From Evil -750gp, wand of Vanish -750gp, wand of Shield -750gp, wand of Expeditious Retreat -750gp, scroll of Gravity Bow -50gp, scroll of See Invisible -150gp, scroll of Detect Secret Doors -25gp, scroll of Comprehend Languages -25gp, scroll of Jump -25gp, scroll of Rope Trick -150gp, scroll of Long Arm -25gp; -2PP for wand of CLW; scribe into spellbook: Continual Flame, Gravity Bow, Mirror Image, Rope Trick -195gp; cast Continual Flame -50gp
Thurl’s Bane (Grand Lodge faction) As a free action, choose one extraplanar outsider within line of sight with no alignment subtype. You gain two of the following five bonuses against that creature for 1 minute:
a +1 bonus on attack rolls against the creature,
a bonus on damage rolls against that creature equal to one-third your character level (rounded down),
a +1 dodge bonus to AC against that creature’s attacks,
a +1 bonus on saving throws against that creature’s spells and abilities,
a +2 bonus on caster level checks to overcome that creature’s spell resistance.
If you have a familiar, animal companion, eidolon, or similar ally you acquired from a class feature, you may instead grant that ally these two bonuses using your character level. When you use this boon, cross it off your Chronicle sheet.
#5-13 Weapon In The Rift +1XP, +2528gp, +1 PP; Cloak Of Resistance +1 -1000gp
Ghalcor’s Spellcraft All of your PFS characters have access to the following spells: Burst With Light, Detect Demon, and Righteous Blood.
Mendevian Commendation You have received a medal for your service to Mendev and the Fifth Crusade. For every Mendevian Commendation you have, you gain a cumulative +1 bonus on Charisma based skill and ability checks made to influence crusaders of Mendev (maximum +3).
5-24 Attack On The Wound #33174 +1XP, +2PP, +2295gp
Wartime Knowledge When using Mass Combat rules, gain +1 DV, OM, and Morale.